bonetransform.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 501 行 · 第 1/2 页
JAVA
501 行
/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.animation;
import java.io.IOException;
import java.io.Serializable;
import java.util.logging.Logger;
import com.jme.math.Matrix4f;
import com.jme.math.Quaternion;
import com.jme.math.Vector3f;
import com.jme.scene.Spatial;
import com.jme.util.export.InputCapsule;
import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter;
import com.jme.util.export.OutputCapsule;
import com.jme.util.export.Savable;
/**
* BoneTransform contains a Bone/Transform array pairing. This pairing defines
* the bone that will be transformed (translate, rotate), and the
* transformations for a given frame. The bone is updated during a call to the
* update method that defines two keyframes and the interpolation value between
* them.
*/
public class BoneTransform implements Serializable, Savable {
private static final Logger logger = Logger.getLogger(BoneTransform.class
.getName());
private static final long serialVersionUID = -6037680427670917355L;
private Quaternion[] rotations;
private Vector3f[] translations;
private Bone bone;
private String boneId;
private static Quaternion tempQuat1 = new Quaternion();
private static Vector3f tempVec1 = new Vector3f();
/**
* Default constructor creates a new BoneTransform with no data set.
*/
public BoneTransform() {
}
/**
* Constructor defines the bone that will be transformed as well as how many
* transform keyframes that exist. These keyframes are not set until setXXXX
* is called.
*
* @param bone
* the bone to transform.
* @param frames
* the number of keyframes for this animation.
*/
public BoneTransform(Bone bone, int frames) {
this.bone = bone;
rotations = new Quaternion[frames];
translations = new Vector3f[frames];
}
/**
* Constructor defines the bone and the list of transforms to use. This
* constructor builds a complete BoneTransform ready for use.
*
* @param bone
* the bone to transform.
* @param transforms
* the transforms to use.
*/
public BoneTransform(Bone bone, Matrix4f[] transforms) {
this.bone = bone;
setTransforms(transforms);
}
/**
* setCurrentFrame will set the current frame from the bone. The frame
* supplied will define how to transform the bone. It is the responsibility
* of the caller to insure the frame supplied is valid.
*
* @param frame
* the frame to set the bone's transform to.
*/
public void setCurrentFrame(int frame) {
setCurrentFrame(frame, null, null, 0, null);
}
public void setCurrentFrame(int frame, Bone source, Spatial destination, float diffModifier, AnimationProperties props) {
if (bone != null) {
if (props != null && bone == source && destination != null) {
tempVec1.set(translations[frame]);
if (frame != 0) {
tempVec1.subtractLocal(translations[frame - 1]);
}
if (props.isLockX()) {
tempVec1.x = 0;
}
if (props.isLockY()) {
tempVec1.y = 0;
}
if (props.isLockZ()) {
tempVec1.z = 0;
}
destination.getLocalTranslation().addLocal(
tempVec1.divide(diffModifier));
if (props.isLockX() || props.isLockY() || props.isLockZ()) {
bone.getLocalTranslation().set(translations[frame]);
if(!props.isLockX()) {
bone.getLocalTranslation().x = 0;
}
if(!props.isLockY()) {
bone.getLocalTranslation().y = 0;
}
if(!props.isLockZ()) {
logger.info("LOCK Z");
bone.getLocalTranslation().z = 0;
}
}
bone.getLocalRotation().set(rotations[frame]);
bone.propogateBoneChange(true);
} else {
bone.getLocalRotation().set(rotations[frame]);
bone.getLocalTranslation().set(translations[frame]);
bone.propogateBoneChange(true);
}
}
}
public void setCurrentFrame(int frame, float blend) {
setCurrentFrame(frame, blend, null, null, 0, null);
}
/**
* setCurrentFrame will set the current frame from the bone. The frame
* supplied will define how to transform the bone. It is the responsibility
* of the caller to insure the frame supplied is valid.
*
* @param frame
* the frame to set the bone's transform to.
*/
public void setCurrentFrame(int frame, float blend, Bone source, Spatial destination, float diffModifier, AnimationProperties props) {
if (bone != null) {
if (props != null && bone == source && destination != null) {
tempVec1.set(translations[frame]);
if(frame != 0) {
tempVec1.subtractLocal(translations[frame - 1]);
}
if(props.isLockX()) {
tempVec1.x = 0;
}
if(props.isLockY()) {
tempVec1.y = 0;
}
if(props.isLockZ()) {
tempVec1.z = 0;
}
tempVec1.divideLocal(diffModifier);
tempVec1.addLocal(destination.getLocalTranslation());
destination.getLocalTranslation().interpolate(tempVec1, blend);
bone.getLocalRotation().slerp(rotations[frame], blend);
bone.propogateBoneChange(true);
} else {
bone.getLocalRotation().slerp(rotations[frame], blend);
bone.getLocalTranslation().interpolate(translations[frame],
blend);
bone.propogateBoneChange(true);
}
}
}
/**
* update sets the transform of the bone to a given interpolation between
* two given frames.
*
* @param prevFrame
* the initial frame.
* @param currentFrame
* the goal frame.
* @param interpType
* the type of interpolation
* @param time
* the time between frames
*/
public void update(int prevFrame, int currentFrame, int interpType,
float time) {
if (bone == null) {
return;
}
// logger.info(bone.getName());
if (bone.getName().equals("Bip01-node")) {
// logger.info("BIP 01");
} else {
interpolateRotation(rotations[prevFrame], rotations[currentFrame],
interpType, time, bone.getLocalRotation());
interpolateTranslation(translations[prevFrame],
translations[currentFrame], interpType, time, bone
.getLocalTranslation());
bone.propogateBoneChange(true);
}
}
public void update(int prevFrame, int currentFrame, int interpType,
float time, float blend) {
if (bone == null) {
return;
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